mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: tekken5 uses similar effect as Gran Turismo
So just reuse GT hle shader :) Acid stage is now correct. However it might need some tuning for others stages. Still look awful with uspcaled resolution (note internal game framebuffer is around 160x128)
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@ -678,6 +678,14 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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ps_sel.channel = 7;
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ps_sel.channel = 7;
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m_context->TEX0.TFX = TFX_DECAL;
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m_context->TEX0.TFX = TFX_DECAL;
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rt = tex->m_from_target;
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rt = tex->m_from_target;
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} else if (m_game.title == CRC::Tekken5) {
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GL_INS("Tekken5 RGB Channel");
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ps_sel.channel = 7;
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m_context->FRAME.FBMSK = 0xFF000000;
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// 12 pages: 2 calls by channel, 3 channels, 1 blit
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// Minus current draw call
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m_skip = 12 * (3 + 3 + 1) - 1;
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rt = tex->m_from_target;
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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if (m_game.title == CRC::TalesOfAbyss) {
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if (m_game.title == CRC::TalesOfAbyss) {
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GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");
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GL_INS("Tales Of Abyss Crazyness (MSB 16b depth to Alpha)");
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